Yo, will the wardens detect if I change selection by writing to memory? Or like will i get busted for doing it?
I mean which units I have selected
This is a discussion on changing selection within the Starcraft 2 Coding board part of the Starcraft 2 forum category; Yo, will the wardens detect if I change selection by writing to memory? Or like will i get busted for ...
Yo, will the wardens detect if I change selection by writing to memory? Or like will i get busted for doing it?
I mean which units I have selected
Last edited by kentakuk; 10-11-2013 at 07:17 PM.
How are you doing it?
I believe if you just modify the values in the selection index, you will get a desynch in a game (or at least you will in the replay).
You would also need to invoke/send the correct game action to the server to prevent this.
Damn rly? ye Im just rewriting selection index, have only tried it offline
But will the other guy I played vs also get desynced on his replay or? Cuz otherwise its no problems right? Just tried it online and I didnt get desync in game
Last edited by kentakuk; 10-11-2013 at 08:13 PM.
I did this ages ago (so my memory may be wrong), but It was just in a custom game online. It it worked fine - because it was a custom game and I was the only player in the game i.e. SC2 lets you hack/modify values without issue.
But when i watched the replay I got a desynch. So i assumed the same would occur if you did it in a real game i.e. with other players.
Ya got desync vs other player, Fuck would be so nice if it worked, u couldve made like aimbots for winmines and tanks and stuff
Last edited by kentakuk; 10-11-2013 at 08:35 PM.
you would need to hook the function for actually selecting the unit, aka whatever current gets called when you click the unit to select it. I've looked into it some (for the purposes of making an AI), but am not sure how to do it
Last edited by MrEnzyme; 01-24-2014 at 02:49 AM.
IIRC, the Galaxy function for selecting units seems to work without a desync. I just remember the arguments being hard to figure out, so I used one of the more basic functions that gets called by the Galaxy function.
It also has a chance of causing a crash if not called by SC2's main thread during a certain section of the main loop. So therefore hooking the main loop and setting up a queue would be the way to go, but that's a much more complicated way to do stuff.
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